PixaFlux - PBR Texture Composer - Open Beta Testing

pixaeiro
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pixaeiro polycounter lvl 3
Hello,

We're happy to announce a new Beta version of PixaFlux.

For the past 6 months we have been upgrading PixaFlux from a node based image editor into a powerful PBR Texture Composer.



These are some of the features we have added recently:

* PBR Viewport (Albedo Normal Roughness Metalness Occlusion) with direct and ambient illumination.
* Native support and tools for normal images. (Convert Modify Blend)
* New nodes for normal image sculpting. (Relief Grow Shrink Relax)

These are some of the node based image editor features:

* Parametric Non Destructive Workflow with super fast iteration.
* Image's size, position and pixel format can vary as it flows through the node graph.
* Combine raster and vector images on the same node graph
* Image Deformation.



And this is our next milestone:

* Share shapes among multiple nodes.

If you are interested in helping us Beta Test PixaFlux please download the latest version from our website. Please send us your comments and feedback. For more information about PixaFlux visit the wiki or watch our videos on YouTube.

We'll keep posting news and releases on this thread.

PixaFlux.com YouTube Google+ Facebook Twitter

Thank you!

Replies

  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    We have just uploaded a new PixaFlux Beta Version (2016-02-14) with many new features:

    - Create nodes with right click in the graph viewport.
    - Create nodes just clicking the nodes menu icons.
    - Zoom Frame in Model Viewport.

    A few bug fixes:

    - Blend Normal and Mix Normal enlarge output image to include all inputs.
    - Fixes a bug with the logging system.
    We have also uploaded three new video tutorials to YouTube.
    Special thanks to jpb06, Zenitor and myclay for suggesting new features!
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    We have just uploaded a new PixaFlux Beta Version (2016-04-05) with many new features.

    In this release we provide more PBR texture composition tools to simulate manipulating real world elements, keeping all PBR textures in sync:



    New Nodes:
    Stretch Node with multiple one to one input - output.

    New Node Features:
    Color Range node with multiple outputs.
    Mix Node with Minimum, Maximum and Multiply mix methods.
    External Node with multi output support.
    Transform Node with multiple one to one input - output.
    Resize Node with multiple one to one input - output.
    Linear Array Node with multiple one to one input - output.
    Reframe Node with multiple one to one input - output

    Tech:
    Read and Write support for TGA images.

    User Interface:
    Drag and Drop OBJ files into the Node Graph viewport.
    Double click connections to set Active and Display node.
    Node Graph Frames.

    YouTube video with new release features.

    Thank you!
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2016-04-23).

    For this release we have continued improving the texture compositing features of PixaFlux, focusing on the concept of texture elements.




    New Nodes
    Offset Node with multiple one to one input - output.

    New Node Features
    Flip Node with multiple one to one input - output.
    Align Node with multiple one to one input - output.
    Perspective Node with multiple one to one input - output.
    Stretch Node manipulator resize.

    User Interface
    File > New > New PBR Project
    Model to Display: Box - Sphere - Cylinder.
    Hold down shift to prevent autoconnect.

    Thank you for all your feedback. For the next release we'll continue working on the texture compositing features of PixaFlux.

  • Quack!
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    Quack! polycounter lvl 11
    This is looking very promising! I'll grab it when I get off work and test it out.
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2016-06-08).

    For this release we have continued working on the texture compositing features of PixaFlux.




    New Node Features
    Modify Normal Node with rotate normal.
    Shape Node with numeric input for Bezier knots and handles.
    Blur Node with multiple one to one input - output.

    New Nodes
    Colorize Node.

    Thank you for all your feedback. For the next release we'll continue working on the texture compositing features of PixaFlux.
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2016-12-20).

    Since the last post we have added a lot of new nodes and tools:


    For the next release we're working on more nodes to bake multiple geometry properties to images and masks to use in your texture compositions.

    We are always open to questions and suggestions.

    Thank you!
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2017-01-15).

    We have a new exciting node that bakes a normal map that softens the hard edges of your models!



    This is the list of new features.

    New Nodes

    • Mesh Smooth Normal.
    • Texture Gradient.

    New Features

    • Viewport Model Debug Shader.
    • Gradient Editor in Gradient node and Gradient Map node.
    We are always open to questions and suggestions.

    Thank you!
  • gnoop
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    gnoop polycounter lvl 7
    Very promising indeed . Some things are better than  their Substance Designer  analogs .     I don't like transform gizmo.  Although it allows to  set center of  scaling precisely in a random chosen place, while Substance Designer doesn't at all , the scaling itself within  that tiny gizmo is very inconvenient.   Would be nice to have a hybrid of Transform and Resize node or just Resize one with an adjustable  center to resize around.

    Also please, borrow node approach from Blender ,  node groups and bypass M button
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello gnoop!

    Thank you for testing PixaFlux! We have always been considering improving the Transform gizmo to something like a bounding box the size of the image, with 9 points that you can drag, and each point has its own action (translate, rotate, scale). We'll probably implement it soon!

    What do you mean with "borrow node approach from Blender ,  node groups and bypass M button"?

    Thank you!
  • gnoop
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    gnoop polycounter lvl 7
    Yes, node groups and M are super cool, also an ability to auto-connect nodes and use  Blender hot keys. I also like how I shouldn't care of color vs grayscale inputs.  Blender recognizes the right one by itself .
      As for 9 points I rather need an ability to scale bitmaps around precisely placed center of transform , like Photoshop with scale input fields.
  • pior
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    pior quad damage
    Hello -

    The smoothing node seems very interesting (could be a nice time saver !) but the model loader doesn't seem to load hard edges/smoothing group properly, thus making the node not usable. Here is a comparison with what Autodesk FBXViewer displays for the same OBJ test model :



    Some notes on small details : 

    - No need to make the [+] button of the 3d viewport window right-clickable, this is confusing since [+] elements are usually universally left clickable. I kept trying to left click on it and had to look up the help files just to understand how to interact with this button and that obviously should not be the case.
    - The Select buttons for light direction in the viewport options don't seem to function.
    - The 3d viewport should be open by default.
    - There are some improvements to be made for node manipulation/linking. At the moment clicking and dragging things is quite finicky because it is hard to tell what is clickable and what is not.
    - The 3d viewport should support hdri images.
    - Pease do not make the camera "jump" when rotating the camera around and above the model. Adopt the universally accepted Maya viewport controls and behavior instead.

    Good luck !

    [Edit] Ha actually, checking out the box and rod example seems to show that hard edges are actually not required for the smoothing node, since the box shows up like this in FBXViewer :



    Maybe this is all 100% relying on UV islands instead ?
  • pixaeiro
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    pixaeiro polycounter lvl 3
    gnoop said:
    Yes, node groups and M are super cool, also an ability to auto-connect nodes and use  Blender hot keys. I also like how I shouldn't care of color vs grayscale inputs.  Blender recognizes the right one by itself .
      As for 9 points I rather need an ability to scale bitmaps around precisely placed center of transform , like Photoshop with scale input fields.

    Thank you for your suggestions gnoop!

    Currently in PixaFlux all nodes support only image for input type, but the nodes have an internal policy of what to do if two input images have a different type. For example, if you mix a RGB and a Mono image, the Mono image is mixed as an RGB image.

    Yes, something like the Photoshop manipulator is what we're developing now!
  • pixaeiro
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    pixaeiro polycounter lvl 3
    pior said:

    The smoothing node seems very interesting (could be a nice time saver !) but the model loader doesn't seem to load hard edges/smoothing group properly, thus making the node not usable. Here is a comparison with what Autodesk FBXViewer displays for the same OBJ test model :
    Hello pior,

    It seems to me that FBX Review doesn't support OBJ smoothing groups. If you open the box.obj file in a text editor, you'll notice that it doesn't have a vn (vertex normals) list, an in the faces list you'll see the 's (number)' lines indicating the smoothing groups. PixaFlux support both, vertex normals and smoothing groups, but it's possible that by mistake the vertex normals right now are somehow linked to the UV mesh in our 3D mesh library... We'll check!

    We'll do some extra tests with vertex normals and come back to you!

    About your suggestions... They all make a lot of sense, thank you.. We'll try to implement some of them for the next release (some others, like HDRI and the maya orbit are a little bit harder and would take a bit longer to develop!).

    Thank you for your suggestions
  • pior
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    pior quad damage
    Sorry, I should I been more clear - I meant "smoothing groups" in the colloquial sense. What I meant by that was "edges set to hard", or put differently, vertex normals split up in such a way that makes the edges appear hard. I actually had no idea that the OBJ format made a distinction between these. Aren't you talking about face IDs instead ?

    The best is to tackle the topic the other way around, without using jargon... so basically : An edge that is definitely set to hard, may appear soft in Pixaflux. Now that might actually be irrelevant if the goal of the Ixaflux smooth node is to only operate on UV islands. BUT if it is also supposed to operate on hard edges, then yeah there is a bug since the loader definitely skips them.

    Now all that said ... Since any hard edge on a normalmapped model also needs to be split in the UVs (and I did so on my example) ... there might be another issue at hand here, since some of my hard edges (which also had their UVs split) appeared as soft.

    So all things considered that's a bit of a multifaceted issue. I hope this helps !
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Yeah, the OBJ format supports only two types of hard/soft edges, directly through vertex normals, and through smoothing groups. As far as I know, hard/soft edges are converted by the exporter to vertex normals, and from how the model looks in FBX Review, the vertex normals were exported correctly, and we should see something similar in PixaFlux!

    Could you please send me your model, or some other model with the same issue? I would like to understand what's going on to fix the issue.

    Thank you!!


  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2017-02-20).

    For this new release we improved the Transform Manipulator, and added a new Stamp node that clones and transforms multiple texture elements.





    These are the new nodes and features in (2017-02-20)

    New Nodes

    Stamp Node.
    - Billow Noise Node.
    - Ridge Multi Noise Node.
    - Voronoi Noise Node.
    - Random Noise Node.

    New Features

    Transform Frame Manipulator.
    - Blur Node with seamless boundary condition.

    We also implemented many of your suggestions: The model viewport remembers its last session position and size. Left click on the [+] button in the model viewport opens the settings window.

    Thank you!

  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2017-04-06).

    For this new release we added two new nodes that bake curvature maps: Normal Curvature and Mesh Curvature.



    Many thanks to Dimitri for suggesting the Mesh Curvature node and workflow.

    Thank you!
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2017-06-15).

    In this release we're introducing a new VALUE color mode. The VALUE color mode is similar to monochromatic, but the pixel values can be any real number, including negative values. This color mode allows you to build more organic compositions by creating, modifying and mixing images as if they were elevation or height maps.



    With this release we're also adding new VALUE nodes:
    Generate: Waves, Ellipsoid, Cylinder.
    Modify: Add, Multiply, Minumum, Maximum, Absolute, Condition.

    We've uploaded a new video tutorial to YouTube:



    Please let us know if you have any comments, questions or suggestions here or in our new PixaFlux Freshdesk support page.
    Thank you!
  • RealityFix
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    RealityFix polycounter lvl 3
    This is a really cool app. Any plans on trying to integrate it with anything? Like putting it into something like blender or creating a plugin to switch between this and another app?
  • pixaeiro
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    pixaeiro polycounter lvl 3
    This is a really cool app. Any plans on trying to integrate it with anything? Like putting it into something like blender or creating a plugin to switch between this and another app?

    Hello RealityFix,
    Yes, we have plans to integrate PixaFlux on game engines and 3D applications like 3dsmax or Maya, but these are long-term plans. In the near future we'll focus on providing more compositing tools and nodes, and simplifying the current workflow.
    Thank you for your interest!

  • RealityFix
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    RealityFix polycounter lvl 3
    pixaeiro said:
    This is a really cool app. Any plans on trying to integrate it with anything? Like putting it into something like blender or creating a plugin to switch between this and another app?

    Hello RealityFix,
    Yes, we have plans to integrate PixaFlux on game engines and 3D applications like 3dsmax or Maya, but these are long-term plans. In the near future we'll focus on providing more compositing tools and nodes, and simplifying the current workflow.
    Thank you for your interest!

    Thanks for the reply! If you can, maybe just make something like Goz to send models into and out of the app as a quick workflow boost? Good luck on the project though, I really like the idea behind it.
  • gnoop
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    gnoop polycounter lvl 7
    The soft is very promising  and has a few cool tools I asked Allegorithmic  for years and they never delivered   but at the same time works pretty slow and unresponsive with anything complex and hi res.    I wonder  could it be possible to have it all working on GPU?      Considering how complex modern shaders are now, being constructed from mostly similar  math calculations, I wonder why we don't see completely GPU based image editor/composer  working with a speed of light?  I would tolerate a few sacrifices if necessary.
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Thanks for the reply! If you can, maybe just make something like Goz to send models into and out of the app as a quick workflow boost? Good luck on the project though, I really like the idea behind it.
    Hello RealityFix,
    We'll think about it. This is a really good idea but it might require a lot of time and resources.
    Thank you!
  • pixaeiro
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    pixaeiro polycounter lvl 3
    gnoop said:
    The soft is very promising  and has a few cool tools I asked Allegorithmic  for years and they never delivered   but at the same time works pretty slow and unresponsive with anything complex and hi res.    I wonder  could it be possible to have it all working on GPU?      Considering how complex modern shaders are now, being constructed from mostly similar  math calculations, I wonder why we don't see completely GPU based image editor/composer  working with a speed of light?  I would tolerate a few sacrifices if necessary.
    Hello gnoop,
    Thank you for your comments and feedback. We have done some research on how to use the GPU and OpenCL for image processing, but we haven't implemented anything in PixaFlux yet. We know this would be a great improvement, and we'll start identifying the most common processes and porting them to OpenCL. We're working on a new set of nodes for the next release, and as soon as we finish that we'll start porting some of the nodes and common processes to OpenCL.
    Best Regards!
  • RealityFix
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    RealityFix polycounter lvl 3
    Awesome! Good luck again, really would like to see this app succeed.
  • pixaeiro
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    pixaeiro polycounter lvl 3
    Hello,

    There is a new PixaFlux release (2017-09-17).

    In this release we're introducing the Common Tiles node, which generates seamless tile textures from multiple image inputs.



    We've also uploaded a new Common Tiles video tutorial to YouTube:



    Please let us know if you have any comments, questions or suggestions here or in our new PixaFlux Freshdesk support page.
    Thank you!
    PixaFlux
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